Size:
Large
Type:
Fiend
Form:
± torsoed serpentine
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
skirmisher
Ground:
± 30'
Climb/Arboreal:
Flight:
± 40
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
6 claws or 6 weapons + breath weapon
Circumstance: Combat
1d6 per claw or by weapon + 6d6 fire breath
Special
Fire Breath
Can breathe a cone of fire up to 30 feet long and 15 feet wide once per day, dealing 6d6 points of damage to all creatures in the area.
Special
Immunities
Immune to fire and poison, and resistant to cold and electricity.
Special
Magical Weapons Required
Can only be damaged by magical weapons.
Special
Darkvision
Can see in the dark.
Special
Spell-like Abilities
Can cast detect invisible, polymorph self, and charm person, at will.
Environments
planar
Powerful infernals with the upper body of a beautiful woman and the lower body of a giant snake
Marilith are powerful infernals with the upper body of a beautiful woman, and the lower body of a giant snake. Their six arms are long and slender, and their skin is a deep red and their scaly snake body has amazing patterns running across its scales. Mariliths are highly intelligent, often using their beauty and charm to manipulate others.
In battle, a marilith attacks with all six of its claws, each inflicting 1d6 points of damage, or weapons held in any or all of its clawed hands. They are skilled with scimitars, spears, and whips, but can wield any weapon with ease. As with most infernals, a marlith can only be damaged by magical weapons.
When encountered, mariliths will attempt to seduce or deceive their opponents before engaging them in battle.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 18
Dexterity: 20
Constitution: 20
Intelligence: 18
Wisdon: 16
Charisma: 20
Saving Throws
Saving Throw Bonuses
Strength: +9
Consitution: +10
Wisdom: +8
Constitution: +10
Skills
perception: +8
Offense
Longsword
Circumstance: Melee
9 to hit, reach 5 ft., one target. (2d8 + 4) slashing damage.
Offense
Pact Blade
Circumstance: Melee
10, reach 5 ft. (1d10 + 5) Slashing damage plus 7 (2d6) Necrotic damage.
Offense
Tail
Circumstance: Melee
9 to hit, reach 10 ft., one creature. (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.
Action
Multiattack
The marilith can make seven attacks: six with its longswords and one with its tail.
Action
Constrict
str 17, one Medium or smaller creature the marilith can see within 5 feet. 15 (2d10 + 4) Bludgeoning damage. The target has the Grappled condition (escape 14), and it has the Restrained condition until the grapple ends.
Action
Teleport
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Bonus Action
Teleport {@recharge 5}
The marilith teleports up to 120 feet to an unoccupied space it can see.
Reaction
Parry
The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
Trait
Demonic Restoration
If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Trait
Magic Resistance
The marilith has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The marilith has Advantage on saving throws against spells and other magical effects.
Trait
Magic Weapons
The marilith's weapon attacks are magical.
Trait
Reactive
The marilith can take one reaction on every turn in combat.
Trait
Passive Perception
13
Items
longsword
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Resistances
cold
fire
lightning
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
truesight 120 ft.
Languages
Abyssal
telepathy 120 ft.
Environments
planar, abyss
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
5e SRD
Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.
These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.
The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.
Marilith
Demon of Cruelty and Viciousness
Mariliths are six-armed, serpent-like demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
planar
Offense
6 arms/1 constriction Attacks
Circumstance: Combat
2d4 (×6)/1d6
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
+1 or better magic weapon to hit
Resistance
Magic Resistance
Circumstance: innate
80%
Special
Darkness
Can cause darkness at will (5-ft radius).
Special
Spell-like Abilities
Possess the following additional abilities which they may use one at a time, at will: charm person (as the 1st level magic user spell), levitate (as the 2nd level magic user spell), comprehend languages (as the 1st level magic user spell), detect invisibility (objects only, otherwise as the 2nd level magic user spell), pyrotechnics (as the 2nd level magic user spell), polymorph self (as the 4th level magic user spell), project image (as the 6th level magic user spell), or gate (as the 9th level magic user spell) another demon (50% chance of success.)
Special
Gate
Use the following table to determine which class of demon is summoned:
d% Demon Class
1-30 Class A
31-55 Class B
56-70 Class C
71-85 Class D
86-00 Class F
Special
True Name
All class E demons have personal and secret names which may be used to summon and bargain with them, much like class D demons. They reportedly prefer the sacrifice of powerful male warriors as payment.
Special
Treasure
On their home plane, these demons hoard the treasure they have acquired through service or other means. Their cache will include 10d4×1000 gp (50%), 1d20×100 pp (50%), 5d4 gems (30%), 1d10 jewellery (10%), and 4 random magical items and a scroll (35%).
Six-armed female demon with serpentine lower body, infamous for cruel and ill-tempered nature
Infamous even among demonkind for their cruel and ill-tempered nature, the marilith are invariably female. From the waist up they appear to be a full-figured human female with six arms and skin tones ranging from deep violet to a putrescent green. Below the waist however, they have the coiling body of a large serpent. In melee they prefer to wield a variety of barbed and hooked swords and battle axes or simply constrict their prey with their powerful serpentine tail.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can't use more than one on the same triggering action, even if a creature leaves several squares in the marilith's reach, and the marilith must use a different weapon for each Attack of Opportunity.
Ability
Bladestorm
The marilith makes up to six longsword Strikes, each against a different target. These attacks count toward the marilith's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
Ability
Commander's Aura
(aura, divine, enchantment) 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Ability
Defensive Assault
The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used.
Ability
Divine Innate Spells
DC 38; 9th blade barrier (x2), weapon storm (x2); 5th dimension door; 4th dimension door (at will); Constant (6th) true seeing; (4th) fly
Ability
Divine Rituals
DC 38; 1st abyssal pact
Ability
Failure Vulnerability
A marilith's pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander's aura deactivates until the end of their next turn.
Ability
Focused Assault
The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). Even on a failed attack, the marilith deals the damage from one longsword to the target, though they still miss completely on a critical failure. This counts toward the marilith's multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields.
Ability
Greater Constrict
2d12+13 bludgeoning, DC 39
Ability
Infuse Weapons
(divine, evocation) Any weapon becomes a +2 greater striking weapon made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks.
Offense
Melee
Circumstance: combat round (melee)
cold iron silver longsword +35 [+30/+25] (evil, magical, reach 10 feet, versatile P), Damage 3d8+16 slashing plus 1d6 evil
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Item
longsword (6)
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
true seeing
Weakness
cold iron 15
good 15
Actions/Abilities/Traits: Pathfinder 2e
This snake-bodied fiend has a six-armed woman's torso, pointed ears, and glittering, otherworldly eyes.
5e SRD
Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.
These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.
The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.
Marilith
Demon of Cruelty and Viciousness
Mariliths are six-armed, serpent-like demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons.
5e Tools
Powerful infernals with the upper body of a beautiful woman and the lower body of a giant snake
Marilith are powerful infernals with the upper body of a beautiful woman, and the lower body of a giant snake. Their six arms are long and slender, and their skin is a deep red and their scaly snake body has amazing patterns running across its scales. Mariliths are highly intelligent, often using their beauty and charm to manipulate others.
In battle, a marilith attacks with all six of its claws, each inflicting 1d6 points of damage, or weapons held in any or all of its clawed hands. They are skilled with scimitars, spears, and whips, but can wield any weapon with ease. As with most infernals, a marlith can only be damaged by magical weapons.
When encountered, mariliths will attempt to seduce or deceive their opponents before engaging them in battle.
Basic Fantasy Field Guide Omnibus
Six-armed female demon with serpentine lower body, infamous for cruel and ill-tempered nature
Infamous even among demonkind for their cruel and ill-tempered nature, the marilith are invariably female. From the waist up they appear to be a full-figured human female with six arms and skin tones ranging from deep violet to a putrescent green. Below the waist however, they have the coiling body of a large serpent. In melee they prefer to wield a variety of barbed and hooked swords and battle axes or simply constrict their prey with their powerful serpentine tail.
OSRIC